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Design Overview
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                 BattleMech Technical Readout

Name/Model:         Marauder II MAD-5 50/50
Designer:           Pulse Laser Enthusiast
Source(s):          Custom Mordel.Net Units
Technology:         Inner Sphere
Technology Rating:  E
Tonnage:            100
Role:               Juggernaut
Configuration:      Biped BattleMech
Era/Year:           Succession Wars / 3047
Rules (Current):    Standard
Rules (Era):        Standard
Rules (Year):       Standard
Total Cost:         9,834,000 C-Bills
Battle Value:       2,001

Chassis:              GM Marauder 
Power Plant:          GM 300 300 
Walking Speed:        32.4 kph  
Maximum Speed:        54 kph    
Jump Jets:            None
    Jump Capacity:    None
Armor:                Valiant Lamellor
Armament:             
    4 Sutel Precision Line Large Pulse Lasers
    4 Magna Mark II Medium Lasers
    4 Magna Small Lasers
Manufacturer:         General Motors/Blackwell Heavy Industries
    Primary Factory:  New Valencia
Communications:       Blackwell Multi-Linq 55
Targeting & Tracking: Dalban HiRez II

================================================================================================
Overview:
    When the 50/50 Mercenary Company captured a pirate dropship during one of their operations,
    they found inside several mechs ripe for the taking, including a Marauder II configured in
    the fashion of what will become known as the MAD-5B. All of the Mad-5B's long range weapons
    and jump jets were removed and in their place was put a large complement of laser weaponry
    to give the mech a powerful close range punch. Many Double heat sinks were also added to
    attempt to keep heat under control, but the mech still risks degraded performance and
    shutdown if smart weapon usage is not exercised.

Capabilities:
    With four large pulse lasers as it's main weapons, the MAD-5 50/50 has a considerable close
    range punch. These are backed up by four medium lasers to provide even more close range
    firepower if an alpha strike is needed. The large pulse lasers and medium lasers are all
    located in the mech's arms, two of each in each arm. If the mech is threatened by an
    attacker in it's rear arc, it can use it's hyper-extending actuators to flip it's arms to
    the rear and blast the attacker with all of those lasers. After adding the mech's main
    complement of lasers and as many double heat sinks as would fit, there was two tons of space
    left available. Four small lasers were added with this last bit of tonnage. One was added to
    each leg, one to the center torso, and one to the head. These small lasers were actually
    added for defensive reasons and will most likely never be fired in combat. They were put
    there in the hopes of catching stray shots and protecting more vital systems in the event
    that the armor is breached. One area where the mech suffers is heat management. Even with
    twenty-two Inner Sphere double heat sinks, twelve of which are integral to the mech's 300
    rated standard fusion engine, the mech will experience substantial heat build up if all of
    the arm mounted lasers are fired at once, leading quickly to degraded performance and
    shutdown. Smart weapon usage or volley fire is required to ensure the mech's cooling system
    isn't overwhelmed. The MAD-5 50/50 is designed to march straight up to the enemy and slug it
    out at close ranges, and possibly get within kicking range where it can bring it's 100 tons
    of mass to bare. The mech's narrow and low profile nature combined with it's standard fusion
    engine, no ammunition to speak of, and nineteen tons of standard armor should make it
    incredibly resilient and difficult to bring down.

Deployment:
    The MAD-5 50/50 is exclusive to the 50/50 Mercenary Company and deploys wherever they do.

Variants:
    There is one variant currently under consideration. The weapon complement and number of heat
    sinks remains the same, they're just rearranged to put one set of large pulse laser and
    medium laser in each arm and each side torso instead of two sets in each arm and the side
    torsos packed with heat sinks. This is intended to let the mech keep some degree of
    firepower in the case of one or both arms being blown off. This comes at the expense of rear
    arc covering firepower in the case that the arms need to be flipped to shoot a target in the
    rear arc of the mech. It also must be kept in mind that if the mech loses a side torso, it
    also loses the arm on that side, so the amount of firepower lost is the same as if both sets
    of lasers were in the arm. This arrangement of weapons and heat sinks is really only
    beneficial in the case of just one or both arms being blown off and the side torsos
    remaining, and may be a wash in actual combat situations. Time and actual battle experience
    will ultimately tell.

================================================================================================
Equipment                                                             Mass                      
------------------------------------------------------------------------------------------------
Internal Structure:                          Standard                 10.00                     
Engine:                                     300 Fusion                19.00                     
    Walking MP:                                 3                                               
    Running MP:                                 5                                               
    Jumping MP:                                 0                                               
Heat Sinks (Double):                         22 [44]                  12.00                     
Gyro:                                        Standard                  3.00                     
Cockpit:                                     Standard                  3.00                     
Armor Factor:                                  304                    19.00                     
    Type:                                    Standard                                           

                                    Internal         Armor     
                                    Structure        Value     
    Head:                               3              9       
    Center Torso:                      31             45       
    Center Torso (rear):                              16       
    R/L Torso:                         21             31       
    R/L Torso (rear):                                 11       
    R/L Arm:                           17             34       
    R/L Leg:                           21             41       

================================================================================================
Weapons and Ammo                                       Location          Critical     Tonnage   
------------------------------------------------------------------------------------------------
Small Laser                                               H                 1          0.50             
Small Laser                                               CT                1          0.50             
2 Large Pulse Lasers                                      RA                4         14.00             
2 Medium Lasers                                           RA                2          2.00             
2 Large Pulse Lasers                                      LA                4         14.00             
2 Medium Lasers                                           LA                2          2.00             
Small Laser                                               RL                1          0.50             
Small Laser                                               LL                1          0.50             

================================================================================================
Alpha Strike Statistics                                             
------------------------------------------------------------------------------------------------
Point Value (PV): 51
TP: BM,  SZ: 4,  TMM: 1,  MV: 6"
Damage: (S) 6 / (M) 5 / (L) 0,  OV: 1
Armor (A): 10,  Structure (S): 8
Specials: ENE